Tag: performance

inCrysis, a Crysis fansite recently hosted an IRC interview with Cevat Yerli, CEO of Crytek and Roy Taylor, Vice President of Content Relations at NVIDIA. They’ve posted the transcript of the event at their site, which can be found here. While most of the stuff is technobabble, I did extract the following information from it:

Crytek is currently collecting feedback information and will have a patch ready in 7-14 standard, human days.

They are seeing improved performance with every driver and patch update, which is good thing. This also means that performance will be increased in upcoming patches and driver updates.

Some other things worth pointing out:

Crysis is designed as part of a trilogy, so the abrupt ending of the singleplayer was very deliberate. That’s right – why make a spectacular story for one game when you can stretch it to fit three and make more money at the same time?

Cevat says that if you want to get into the gaming industry, start making maps and mods and things. You’ll be noticed if you try hard enough. No guarantees here.

Roy’s response to whether GPUs should handle advanced physics:

Generally we believe that the GPU can stand by itself as a powerful processor more than capable of accelerating advanced physics for today’s and future games. The GPU lends itself well to scalable, violent or destructible physics. What we need is an industry standard API that developers and the community can get behind, that isn’t proprietary. Ideally the developer can then select the GPU or other processor as they see fit. We dont have one today, and this is something we are looking into.Specifically with regard to CryEngine 2 we are in discussions with the team about this but can’t add more right now.